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A basic OpenGL VR test. Builds on Windows, Linux & MacOS.

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C-API OpenVR test

A simple test of SteamVR, serving as a template for further work.

Quickstart

git clone --recurse-submodules git@github.com:burito/vrtest
cd vrtest
make -j8       # Build it using 8 threads
vrtest.exe     # Windows
./vrtest       # Linux
./vrtest.bin   # MacOSX

If you have Steam and SteamVR installed (SteamVR is listed in Steam's "Tools" menu), then press F9. If you don't have a VR headset that works with SteamVR, you can use the null driver.

Usage

  • ESC - quit
  • F9 - toggle VR
  • F11 - toggle fullscreen

On Linux, to get the full Steam environment, one should use the command

~/.steam/steam/ubuntu12_32/steam-runtime/run.sh ./vrtest

This may not be necessary anymore.

Build Environment

Windows

pacman -S mingw-w64-x86_64-gcc mingw-w64-x86_64-imagemagick mingw-w64-x86_64-clang mingw-w64-x86_64-clang-tools-extra git vim man-pages-posix mingw-w64-x86_64-glslang --disable-download-timeout

Linux

  • Install current GPU drivers and compiler
add-apt-repository ppa:graphics-drivers/ppa
apt update
apt install nvidia-410 vulkan-utils build-essential clang imagemagick

MacOS

  • Install XCode

VSCode

I encourage the following extensions...

  • slevesque.shader
  • cadenas.vscode-glsllint
  • ms-vscode.cpptools
  • streetsidesoftware.code-spell-checker

Libraries

They are almost all in submodules now.

git submodule init
git submodule update --remote

GLEW doesn't distribute useable files from a git repo (the needed files are generated), so that has to be included in the project.

Submodules / Credits

For everything else, I am to blame.

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